Create(w.texture, new Rect(0, 0, Screen.width, Screen.height), new Vector2(0.5f, 0.5f)); } else { Debug.Log(w.error); } } // Post IEnumerator PostLoadLogin(string url, Dictionary<string, string> dic) { WWWForm f = new WWWForm(); foreach (KeyValuePair<string,string> item ...
GetFiles()) { Texture2D texture2D = new Texture2D(2, 2); texture2D.LoadImage(File.ReadAllBytes(fileInfo.FullName)); Sprite value = Sprite.Create(texture2D, new Rect(0f, 0f, (float)texture2D.width, (float)texture2D.height), new Vector2(0f, 0f)); string fileNameWithoutExtension = ...
首先创建MainTexture属性,以便在Inspector面板添加贴图: 创建SampleTexture2D节点,将其Texture设为MainTexture属性,并将其输出连接至PBR中的Albedo节点: 添加Simple Noise噪声节点,并为Scale创建一个Noise Scale属性以便在Inspector面板进行调整,我们先将其设为60左右,将Simple Noise输出连接至PBR中的Alpha节点: 现在我们创建...
TMU (Texture mapping unit)即是用来完成此项工作。 像素处理:这阶段(在对每个像素进行光栅化处理期间)GPU完成对像索的计算和处理,从而确定每个像素的最终属性。在支持DX8和DX9规格的GPU中,这些工作由硬件实现的Pixel Shader (像素着色器)完成。 最终输出:由ROP (光栅化引擎)最终完成像素的输出,1帧渲染完毕后,...
// Use the texture to sample the diffuse color fixed3 albedo = tex2D(_MainTex, i.uv).rgb * _Color.rgb; fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo; fixed3 diffuse = _LightColor0.rgb * albedo * max(0, dot(worldNormal, worldLightDir)); ...
Huge Texture allows you to import and use textures larger than 8192x8192px in Unity. When importing a texture, Huge Texture splits the texture into pages and saves it as a Texture Array. Texture Array is combined on the shader side, which does not create
AssetBundle就像一个ZIP压缩文件,里面存储着不同平台的特殊资源(models/texture/prefabs/materials/audio clip/scenes...), 这些资源都可以在运行时进行加载。具体的assetBundle中主要包含什么?主要包含两种互相关联的东西: 1. 磁盘上的文件:也就是assetbundle文档,可以将其视为一个容器或者文件夹,其中包含两类文件:序列...
使用Texture2D.requestedMipmapLevel手动请求 Mip 级别。 如果您不指示 Mipmap 串流使用这些方法之一计算 Mipmap 级别,Unity 将无法计算要使用的 Mip 级别。这会导致 Unity 使用看起来模糊的低质量 Mip 加载纹理。 The following systems don’t use standard Renderers. This means you must manually set the reque...
Unity periodically deletes unused files to create more space (deleting the oldest files first). This is an automatic process, and doesn’t require you to do anything. Note: If the current Scene is using all the files in the GI cache, increase your cache size. Otherwise, resource-intensive...
Shader "Unity Shader Book/Chapter 7/Single Texture"{ Properties{ _Color ("Color Tint", Color) = (1,1,1,1) _MainTex("MainTex", 2D) = "white" {} _Specular("Specular", Color) = (1,1,1,1) _Gloss("Gloss",Range(8.0,256)) = 20 ...